forked from 0ad/0ad
620 lines
18 KiB
JavaScript
620 lines
18 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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var tCity = "desert_city_tile";
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var tCityPlaza = "desert_city_tile_plaza";
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var tSand = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"];
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var tDunes = "desert_sand_dunes_100";
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var tFineSand = "desert_sand_smooth";
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var tCliff = ["desert_cliff_badlands", "desert_cliff_badlands_2"];
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var tForestFloor = "desert_forestfloor_palms";
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var tGrass = "desert_dirt_rough_2";
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var tGrassSand50 = "desert_sand_dunes_50";
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var tGrassSand25 = "desert_dirt_rough";
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var tDirt = "desert_dirt_rough";
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var tDirtCracks = "desert_dirt_cracks";
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var tShore = "desert_sand_wet";
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var tLush = "desert_grass_a";
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var tSLush = "desert_grass_a_sand";
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var tSDry = "desert_plants_b";
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// gaia entities
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oCamel = "gaia/fauna_camel";
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var oFish = "gaia/fauna_fish";
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var oGazelle = "gaia/fauna_gazelle";
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var oGiraffe = "gaia/fauna_giraffe";
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var oGoat = "gaia/fauna_goat";
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var oWildebeest = "gaia/fauna_wildebeest";
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var oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
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var oStoneSmall = "gaia/geology_stone_desert_small";
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var oMetalLarge = "gaia/geology_metal_desert_slabs";
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var oDatePalm = "gaia/flora_tree_date_palm";
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var oSDatePalm = "gaia/flora_tree_cretan_date_palm_short";
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var eObelisk = "other/obelisk";
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var ePyramid = "other/pyramid_minor";
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var oWood = "gaia/special_treasure_wood";
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var oFood = "gaia/special_treasure_food_bin";
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// decorative props
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var aBush1 = "actor|props/flora/bush_desert_a.xml";
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var aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
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var aBush3 = "actor|props/flora/bush_medit_sm_dry.xml";
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var aBush4 = "actor|props/flora/plant_desert_a.xml";
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var aBushes = [aBush1, aBush2, aBush3, aBush4];
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var aDecorativeRock = "actor|geology/stone_desert_med.xml";
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var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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var aLillies = "actor|props/flora/water_lillies.xml";
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// terrain + entity (for painting)
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var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
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var pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass];
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var BUILDING_ANGlE = 0.75*PI;
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log("Initializing map...");
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InitMap();
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var mapSize = getMapSize();
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if (mapSize < 256)
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{
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var aPlants = "actor|props/flora/grass_tropical.xml";
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}
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else
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{
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var aPlants = "actor|props/flora/grass_tropic_field_tall.xml";
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}
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var numPlayers = getNumPlayers();
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var mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clGrass = createTileClass();
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var clDesert = createTileClass();
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var clPond = createTileClass();
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var clShore = createTileClass();
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var clTreasure = createTileClass();
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = primeSortPlayers(sortPlayers(playerIDs));
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var playerPos = new Array(numPlayers);
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var iop = 0;
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for (var i = 0; i < numPlayers; i++)
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{
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iop = i - 1;
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if (!(numPlayers%2)){
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
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}
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else
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{
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if (iop%2)
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{
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
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}
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else
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{
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playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
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}
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}
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playerZ[i] = playerPos[i];
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playerX[i] = 0.30 + 0.4*(i%2);
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// some constants
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var radius = scaleByMapSize(15,25);
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var cliffRadius = 2;
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var elevation = 20;
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = floor(fx);
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var iz = floor(fz);
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addToClass(ix, iz, clPlayer);
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// create the city patch
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var cityRadius = radius/3;
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var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tCityPlaza, tCity], [1]);
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createArea(placer, painter, null);
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// get civ specific starting entities
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var civEntities = getStartingEntities(id-1);
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// create starting units
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createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oChicken, 5,5, 0,3)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = radius - 4;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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var hillSize = PI * radius * radius;
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// create starting straggler trees
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var num = hillSize / 100;
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for (var j = 0; j < num; j++)
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{
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var tAngle = randFloat(0, TWO_PI);
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var tDist = randFloat(6, radius - 2);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oSDatePalm, 1,3, 0,2)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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}
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// create grass tufts
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var num = hillSize / 250;
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for (var j = 0; j < num; j++)
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{
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var gAngle = randFloat(0, TWO_PI);
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var gDist = radius - (5 + randInt(7));
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var gX = round(fx + gDist * cos(gAngle));
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var gZ = round(fz + gDist * sin(gAngle));
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group = new SimpleGroup(
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[new SimpleObject(aBush1, 2,5, 0,1, -PI/8,PI/8)],
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false, clBaseResource, gX, gZ
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);
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createObjectGroup(group, 0);
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}
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}
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RMS.SetProgress(30);
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const WATER_WIDTH = 0.1;
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log("Creating river");
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var theta = randFloat(0, 1);
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var seed = randFloat(2,3);
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var theta2 = randFloat(0, 1);
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var seed2 = randFloat(2,3);
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var rifp = 0;
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var rifp2 = 0;
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for (ix = 0; ix < mapSize; ix++)
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{
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for (iz = 0; iz < mapSize; iz++)
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{
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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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var h = 0;
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var distToWater = 0;
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h = 32 * (z - 0.5);
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if ((x < 0.25)||(x > 0.75))
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{
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addToClass(ix, iz, clDesert);
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}
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// add the rough shape of the water
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var km = 12/scaleByMapSize(35, 160);
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var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed)+(50/scaleByMapSize(35, 100))*rndRiver(theta2+z*0.5*(mapSize/128),seed2);
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var zk = z*randFloat(0.995,1.005);
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var xk = x*randFloat(0.995,1.005);
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if (-3.0 < getHeight(ix, iz)){
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if ((xk > cu+((1.0-WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2)))
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{
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if (xk < cu+((1.05-WATER_WIDTH)/2))
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{
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h = -3 + 200.0* abs(cu+((1.05-WATER_WIDTH)/2-xk));
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if ((h < 0.1)&&(h>-0.2))
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{
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if (rifp%2 == 0)
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{
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rifp = 0;
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placeObject(ix, iz, aPlants, 0, randFloat(0,TWO_PI));
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}
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++rifp;
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}
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}
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else if (xk > (cu+(0.95+WATER_WIDTH)/2))
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{
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h = -3 + 200.0*(xk-(cu+((0.95+WATER_WIDTH)/2)));
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if ((h < 0.1)&&(h>-0.2))
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{
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if (rifp2%2 == 0)
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{
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rifp2 = 0;
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placeObject(ix, iz, aPlants, 0, randFloat(0,TWO_PI));
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}
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++rifp2;
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}
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}
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else
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{
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h = -3.0;
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}
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setHeight(ix, iz, h);
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addToClass(ix, iz, clWater);
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placeTerrain(ix, iz, tShore);
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}
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}
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if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.04)&&(xk < cu+((1.0-WATER_WIDTH)/2)))||((xk > cu+((1.0+WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.04)))
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{
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placeTerrain(ix, iz, tLush);
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addToClass(ix, iz, clShore);
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}
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else if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.06)&&(xk < cu+((1.0-WATER_WIDTH)/2)-0.04))||((xk > cu+((1.0+WATER_WIDTH)/2)+0.04)&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.06)))
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{
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placeTerrain(ix, iz, tSLush);
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addToClass(ix, iz, clShore);
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}
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else if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.09)&&(xk < cu+((1.0-WATER_WIDTH)/2)-0.06))||((xk > cu+((1.0+WATER_WIDTH)/2)+0.06)&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.09)))
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{
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placeTerrain(ix, iz, tSDry);
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addToClass(ix, iz, clShore);
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}
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}
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}
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RMS.SetProgress(40);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 2, clPlayer, 6),
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scaleByMapSize(100, 200)
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);
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// create ponds
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log("Creating ponds...");
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var numLakes = round(scaleByMapSize(1,4) * numPlayers / 2);
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placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
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var terrainPainter = new LayeredPainter(
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[tShore, tShore, tShore], // terrains
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[1,1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -7, 3);
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var waterAreas = createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clPond)],
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avoidClasses(clPlayer, 25, clWater, 10),
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numLakes
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);
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waterAreas = [];
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log("Creating reeds...");
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group = new SimpleGroup(
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[new SimpleObject(aReeds, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, 0,
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stayClasses(clWater, 1, clPond, 1),
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scaleByMapSize(300, 762), 50
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);
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log("Creating lillies...");
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group = new SimpleGroup(
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[new SimpleObject(aLillies, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, 0,
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stayClasses(clWater, 1, clPond, 1),
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scaleByMapSize(300, 762), 50
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);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 700;
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const MAX_TREES = 3500;
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const P_FOREST = 0.5;
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var num = scaleByMapSize(10,30);
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placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5);
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painter = new TerrainPainter([pForest, tForestFloor]);
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createAreas(placer, [painter, paintClass(clForest)],
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avoidClasses(clPlayer, 8, clForest, 4, clWater, 1, clDesert, 5, clPond, 2),
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num, 50
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);
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RMS.SetProgress(50);
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// create grass patches
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log("Creating grass patches...");
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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains
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[1,1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clForest, 0, clGrass, 5, clPlayer, 0, clWater, 1, clDirt, 5, clShore, 1, clPond, 1),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(55);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[[tDirt,tDirtCracks],[tDirt,tFineSand], [tDirtCracks,tFineSand]], // terrains
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[1,1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clForest, 0, clDirt, 5, clPlayer, 0, clWater, 1, clGrass, 5, clShore, 1, clPond, 1),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(60);
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log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1),
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scaleByMapSize(4,16), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1),
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scaleByMapSize(4,16), 100
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);
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clPond, 1),
|
|
scaleByMapSize(4,16), 100
|
|
);
|
|
|
|
log("Creating stone mines...");
|
|
// create large stone quarries
|
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1), stayClasses(clDesert, 3)],
|
|
scaleByMapSize(6,20), 100
|
|
);
|
|
|
|
// create small stone quarries
|
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1), stayClasses(clDesert, 3)],
|
|
scaleByMapSize(6,20), 100
|
|
);
|
|
|
|
log("Creating metal mines...");
|
|
// create large metal quarries
|
|
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clPond, 1), stayClasses(clDesert, 3)],
|
|
scaleByMapSize(6,20), 100
|
|
);
|
|
|
|
RMS.SetProgress(65);
|
|
|
|
// create small decorative rocks
|
|
log("Creating small decorative rocks...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clPond, 1),
|
|
scaleByMapSize(16, 262), 50
|
|
);
|
|
|
|
|
|
// create shrubs
|
|
log("Creating shrubs...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
avoidClasses(clWater, 1, clPlayer, 0, clPond, 1),
|
|
scaleByMapSize(40, 360), 50
|
|
);
|
|
|
|
RMS.SetProgress(70);
|
|
|
|
// create gazelles
|
|
log("Creating gazelles...");
|
|
group = new SimpleGroup([new SimpleObject(oGazelle, 5,7, 0,4)], true, clFood);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clPond, 1),
|
|
3*scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
// create goats
|
|
log("Creating goats...");
|
|
group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clPond, 1),
|
|
3*scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
// create treasures
|
|
log("Creating treasures...");
|
|
group = new SimpleGroup([new SimpleObject(oFood, 1,1, 0,2)], true, clTreasure);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 2, clDesert, 5, clTreasure, 6, clPond, 1),
|
|
3*scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
group = new SimpleGroup([new SimpleObject(oWood, 1,1, 0,2)], true, clTreasure);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 2, clDesert, 5, clTreasure, 6, clPond, 1),
|
|
3*scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
// create camels
|
|
log("Creating camels...");
|
|
group = new SimpleGroup([new SimpleObject(oCamel, 2,4, 0,2)], true, clFood);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clTreasure, 2, clPond, 1),
|
|
3*scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
RMS.SetProgress(90);
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oDatePalm, oSDatePalm]; // some variation
|
|
var num = floor(0.5 * numStragglers / types.length);
|
|
for (var i = 0; i < types.length; ++i)
|
|
{
|
|
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clDesert, 1, clTreasure, 2, clPond, 1),
|
|
num
|
|
);
|
|
}
|
|
|
|
var types = [oDatePalm, oSDatePalm]; // some variation
|
|
var num = floor(0.1 * numStragglers / types.length);
|
|
for (var i = 0; i < types.length; ++i)
|
|
{
|
|
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clTreasure, 2),
|
|
num
|
|
);
|
|
}
|
|
|
|
// create pond trees
|
|
log("Creating straggler trees...");
|
|
var types = [oDatePalm, oSDatePalm]; // some variation
|
|
var num = floor(numStragglers / types.length);
|
|
for (var i = 0; i < types.length; ++i)
|
|
{
|
|
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
|
|
createObjectGroups(group, 0,
|
|
borderClasses(clPond, 0, 4),
|
|
num
|
|
);
|
|
}
|
|
|
|
//create eyecandy
|
|
log("Creating obelisks");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(eObelisk, 1,1, 0,1)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
[avoidClasses(clWater, 4, clForest, 3, clPlayer, 5, clMetal, 2, clRock, 2, clPond, 4, clTreasure, 2), stayClasses(clDesert, 3)],
|
|
scaleByMapSize(5, 30), 50
|
|
);
|
|
|
|
log("Creating pyramids");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(ePyramid, 1,1, 0,1)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
[avoidClasses(clWater, 7, clForest, 6, clPlayer, 14, clMetal, 5, clRock, 5, clPond, 7, clTreasure, 2), stayClasses(clDesert, 3)],
|
|
scaleByMapSize(2, 6), 50
|
|
);
|
|
|
|
// Set environment
|
|
setSkySet("sunny");
|
|
setSunColour(0.711, 0.746, 0.574);
|
|
setWaterColour(0.292, 0.347, 0.691);
|
|
setWaterTint(0.550, 0.543, 0.437);
|
|
setWaterReflectionTint(0.562, 0.511, 0.425);
|
|
setWaterMurkiness(0.83);
|
|
setWaterReflectionTintStrength(0.377);
|
|
|
|
// Export map data
|
|
ExportMap();
|